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Sep 9th, 2019
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  1. #Beta2019Win_NVIDIA
  2.  
  3. 1. What happened
  4. Errors related to memcpy and/or PostUpdateCommands while setting ComponentData seem to occur, without stack tracing enabled the project will freeze and/or crash when these happen(in editor, in a build from limited testing no errors appear to occur but I havent done much testing here yet).
  5.  
  6. The first error I get is shown as (Error1). In the message it notes the system SmokeSpriteSystem as the culprit, but if this system is disabled using [DisableAutoCreation], another error shows up, marked as (Error2). In this one it says the component has not been added to the entity(I am setting it via PostUpdateCommands.SetComponent) but
  7. a) the component should've been added to the entity prefab(Tracer.prefab) via the BulletConversion.cs at script line 66,
  8. b) changing the PostUpdateCommands to AddComponent also results in an error stating that the component already exists.
  9.  
  10. The logic from when the game first starts to when it errors shouldnt be any different, so I am unsure why these errors show up later rather than immediately.
  11.  
  12. Also note: on opening the project with unity19.3b2 or a different computer, sometimes I only get the second error.
  13.  
  14. (Error1)
  15. NullReferenceException: Object reference not set to an instance of an object
  16. System.Buffer.memcpy4 (System.Byte* dest, System.Byte* src, System.Int32 size) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
  17. System.Buffer.Memcpy (System.Byte* dest, System.Byte* src, System.Int32 size) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
  18. System.String.memcpy (System.Byte* dest, System.Byte* src, System.Int32 size) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
  19. Unity.Collections.LowLevel.Unsafe.UnsafeUtility.InternalCopyPtrToStructure[T] (System.Void* ptr, T& output) (at <86888d7bf865490ca0c08194bf6338db>:0)
  20. Unity.Collections.LowLevel.Unsafe.UnsafeUtility.CopyPtrToStructure[T] (System.Void* ptr, T& output) (at <86888d7bf865490ca0c08194bf6338db>:0)
  21. Unity.Entities.EntityQueryBuilder.ForEach[T0,T1] (Unity.Entities.EntityQueryBuilder+F_EDD`2[T0,T1] action) (at Library/PackageCache/[email protected]/Unity.Entities/EntityQueryBuilder_ForEach.gen.cs:348)
  22. Game.Modules.Sprites.SmokeSpriteSystem.OnUpdate () (at Assets/Scripts/Game/Modules/Sprites/SmokeSpriteSystem.cs:33)
  23. Unity.Entities.ComponentSystem.InternalUpdate () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:800)
  24. Unity.Entities.ComponentSystemBase.Update () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:284)
  25. Unity.Entities.ComponentSystemGroup.OnUpdate () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:602)
  26. UnityEngine.Debug:LogException(Exception)
  27. Unity.Debug:LogException(Exception) (at Library/PackageCache/[email protected]/Unity.Entities/Stubs/Unity/Debug.cs:25)
  28. Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:606)
  29. Unity.Entities.ComponentSystem:InternalUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:800)
  30. Unity.Entities.ComponentSystemBase:Update() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:284)
  31. Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:602)
  32. Unity.Entities.ComponentSystem:InternalUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:800)
  33. Unity.Entities.ComponentSystemBase:Update() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:284)
  34. Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ScriptBehaviourUpdateOrder.cs:144)
  35.  
  36. (Error2)
  37. ArgumentException: A component with type:Instigator has not been added to the entity.
  38. EntityCommandBuffer was recorded in Game.Modules.Weapons.PlayerWeaponShooterSystem and played back in Unity.Entities.EndSimulationEntityCommandBufferSystem.
  39. at Unity.Entities.EntityComponentStore.AssertEntityHasComponent (Unity.Entities.Entity entity, Unity.Entities.ComponentType componentType) [0x00028] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\EntityComponentStoreDebug.cs:216
  40. at Unity.Entities.EntityComponentStore.AssertEntityHasComponent (Unity.Entities.Entity entity, System.Int32 componentType) [0x00001] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\EntityComponentStoreDebug.cs:222
  41. at Unity.Entities.EntityManager.SetComponentDataRaw (Unity.Entities.Entity entity, System.Int32 typeIndex, System.Void* data, System.Int32 size) [0x00001] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\EntityManagerAccessComponentData.cs:461
  42. at Unity.Entities.EntityCommandBuffer.PlaybackChain (Unity.Entities.EntityManager mgr, Unity.Entities.ECBSharedPlaybackState& playbackState, Unity.Collections.NativeArray`1[T] chainStates, System.Int32 currentChain, System.Int32 nextChain) [0x003af] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\EntityCommandBuffer.cs:1384
  43. at Unity.Entities.EntityCommandBuffer.Playback (Unity.Entities.EntityManager mgr) [0x0033b] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\EntityCommandBuffer.cs:1180
  44. at Unity.Entities.EntityCommandBufferSystem.FlushPendingBuffers (System.Boolean playBack) [0x00061] in C:\Users\thele\Documents\Unity\cyber_19_3_b1_08_09_19\Library\PackageCache\[email protected]\Unity.Entities\ComponentSystem.cs:1243
  45. Unity.Entities.EntityCommandBufferSystem.FlushPendingBuffers (System.Boolean playBack) (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:1304)
  46. Unity.Entities.EntityCommandBufferSystem.OnUpdate () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:1211)
  47. Unity.Entities.ComponentSystem.InternalUpdate () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:800)
  48. Unity.Entities.ComponentSystemBase.Update () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:284)
  49. Unity.Entities.ComponentSystemGroup.OnUpdate () (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:602)
  50. UnityEngine.Debug:LogException(Exception)
  51. Unity.Debug:LogException(Exception) (at Library/PackageCache/[email protected]/Unity.Entities/Stubs/Unity/Debug.cs:25)
  52. Unity.Entities.ComponentSystemGroup:OnUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystemGroup.cs:606)
  53. Unity.Entities.ComponentSystem:InternalUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:800)
  54. Unity.Entities.ComponentSystemBase:Update() (at Library/PackageCache/[email protected]/Unity.Entities/ComponentSystem.cs:284)
  55. Unity.Entities.DummyDelegateWrapper:TriggerUpdate() (at Library/PackageCache/[email protected]/Unity.Entities/ScriptBehaviourUpdateOrder.cs:144)
  56.  
  57.  
  58. 2. How we can reproduce it using the example you attached
  59.  
  60. The project itself is a little large to submit with the bug reporter but Ive zipped and uploaded it here: https://drive.google.com/open?id=1SzLnvgzo-Gx4oAXMxSDVc10B2yi3QvVJ
  61. With 19.3.b1 Open the scene Scenes\ActOne.unity and play. It shouldnt take more than a minute for an error to occur. Jobs/Full Stack Traces should be enabled, Burst should also be disabled.
  62. The errors also occur with b2.
  63.  
  64. Side note: When opening the project for the first time, it will stall at the very end of the asset import(when its importing the Player.prefab) - force quit unity and reopen the project and it should open properly. I dont know if this is bug report worthy in itself, it appears to be reproducible if the library is deleted.
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